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(C#) Stack overflow caused by unknown operation

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Hi. My editor keeps crashing because of a stack overflow. The error message is as follows: ![alt text][1] [1]: /storage/temp/82643-unityso.png I can't seem to find an infinite loop in my code and i'm stumped as I can't find an answer anywhere. The error message can not be expanded as far as I know. When double clicking the messages two objects are highlighted in my hirarchy and these are the scripts asociated with them (ignore the dutch comments); using UnityEngine; using System.Collections; using UnityStandardAssets._2D; public class Weapon : MonoBehaviour { // De schade die het wapen toebrengt public int Damage; // Pak de Bullet emitter public GameObject Bullet_Emitter; // Pak de bullet uit public GameObject Bullet; // Snelheid van de kogel public float Bullet_Forward_Force; // Hoeveelheid kogels private int bulletAmount; // Positie om te schieten private Vector3 positionLeft; // Positie om te schieten private Vector3 positionRight; // Positie bepaling private bool facingLeft = false; // Enemy ?? private Enemy enemy = new Enemy(); // Methode om te het aantal kogels op het scherm te verminderen met 1 wanneer er een kogel vernietigd wordt void bulletAmountMinusOne() { bulletAmount -= 1; } //De kogel vernietigen wanneer deze een enemy raakt en schade toebrengen //void OnTriggerEnter(Collider other) //{ // if (other.gameObject.tag == "Enemy") // Destroy(other.gameObject); // Debug.Log("Hit"); //} //void OnCollision2DEnter(Collision col) //{ // if (col.gameObject.tag == "Enemy") // { // Destroy(this.transform); // enemy.DamageEnemy(Damage); // } //} // Use this for initialization void Start() { } // Update is called once per frame void Update() { if (Input.GetKey(KeyCode.LeftArrow)) // Hier checken voor input is niet ideaal maar wist niet hoe anders { facingLeft = true; } if (Input.GetKey(KeyCode.RightArrow)) { facingLeft = false; } if (Input.GetKeyDown("p") && bulletAmount < 3) { shoot(); } } void shoot() { // Richting om in te schieten positionLeft = new Vector3(-10, 0); positionRight = new Vector3(10, 0); // Schieten // Bullet aanmaken GameObject Temporary_Bullet_Handler; Temporary_Bullet_Handler = Instantiate(Bullet, Bullet_Emitter.transform.position, Bullet_Emitter.transform.rotation) as GameObject; bulletAmount += 1; // Moet anders // Haal de rigidbody van de geinstantieerde kogel op en en bestuur deze Rigidbody temporary_RigidBody; temporary_RigidBody = Temporary_Bullet_Handler.GetComponent(); if (facingLeft == true) { // De snelheid van de kogel toevoegen aan de sneldheid van de rigidbody temporary_RigidBody.AddForce(positionLeft * Bullet_Forward_Force); } else { temporary_RigidBody.AddForce(positionRight * Bullet_Forward_Force); } // De kogel vernietigen Invoke("bulletAmountMinusOne", 2); Destroy(Temporary_Bullet_Handler, 2.0f); } } And using UnityEngine; using System.Collections; public class Enemy : MonoBehaviour { Weapon weapon = new Weapon(); [System.Serializable] public class EnemyStats { public int Health = 100; public int DamageOnHit = 20; // Variabel? } public EnemyStats enemyStats = new EnemyStats(); public Player player = new Player(); public void DamageEnemy(int damage) { enemyStats.Health -= damage; if (enemyStats.Health <= 0) { GameMaster.KillEnemy(this); } } //void OnCollision2DEnter(Collider2D col) //{ // // Schade toebrengen aan de speler wanneer hij de vijand aanraakt // if (col.gameObject.tag == "Player") // { // player.DamagePlayer(enemyStats.DamageOnHit); // } // if (col.gameObject.tag == "Bullet") // { // DamageEnemy(weapon.Damage); // Destroy(col.gameObject); // Debug.Log("We hit"); // } //} //void OnTriggerEnter2D(Collider2D other) //{ // Debug.Log("Hit" + other.GetComponent().name + "For"); // Destroy(other.gameObject); //} } It seems no matter what I comment out the overflow keeps happening and crashing my editor. So my question is is there a fatal error in the code, or is there a possibility of the set up in the editor causing the overflow? If additional information is needed I'll provide it. Thanks in advance.

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